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//============================================================================= // BloodTrail. //============================================================================= class BloodTrail extends Blood2; #exec MESH IMPORT MESH=BloodTrl ANIVFILE=Models\Blood2_a.3d DATAFILE=Models\Blood2_d.3d X=0 Y=0 Z=0 ZEROTEX=1 #exec MESH ORIGIN MESH=BloodTrl X=0 Y=0 Z=0 YAW=128 #exec MESH SEQUENCE MESH=BloodTrl SEQ=All STARTFRAME=0 NUMFRAMES=45 #exec MESH SEQUENCE MESH=BloodTrl SEQ=Spray STARTFRAME=0 NUMFRAMES=6 #exec MESH SEQUENCE MESH=BloodTrl SEQ=Still STARTFRAME=6 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BloodTrl SEQ=GravSpray STARTFRAME=7 NUMFRAMES=5 #exec MESH SEQUENCE MESH=BloodTrl SEQ=Stream STARTFRAME=12 NUMFRAMES=11 #exec MESH SEQUENCE MESH=BloodTrl SEQ=Trail STARTFRAME=23 NUMFRAMES=11 #exec MESH SEQUENCE MESH=BloodTrl SEQ=Burst STARTFRAME=34 NUMFRAMES=2 #exec MESH SEQUENCE MESH=BloodTrl SEQ=GravSpray2 STARTFRAME=36 NUMFRAMES=7 #exec TEXTURE IMPORT NAME=BloodSpot FILE=Models\bloods2.pcx GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=BloodSGrn FILE=Models\bloodg2.pcx GROUP=Skins FLAGS=2 #exec MESHMAP SCALE MESHMAP=BloodTrl X=0.11 Y=0.055 Z=0.11 YAW=128 #exec MESHMAP SETTEXTURE MESHMAP=BloodTrl NUM=0 TEXTURE=BloodSpot simulated function PostBeginPlay() { Super.PostBeginPlay(); LoopAnim('Trail'); } function AnimEnd() { } defaultproperties { bNetTemporary=False Physics=PHYS_Trailer LifeSpan=5.000000 AnimSequence="trail" Mesh=LodMesh'UnrealShare.BloodTrl' DrawScale=0.200000 AmbientGlow=0 } |
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